Sure. I'll see what I can swing for time to the wiki. PM me with the details that will be needed.
parrottmath
Here is a picture of the tile that you can settle and here is my sovereign over said tile showing that you can settle there
Primal savage is correct. There is exactly 1 and only 1 tile to settle in the Imperium. This is the only tile to settle in the imperium all other tiles are off limits to any other player improvements until you actually settle that tile. I have cleared the imperium before, but if there is another city that is too close to the tile in the imperium, you can not settle and thereby you cannot clear the wildland. You can check this with cheats if you like. Appropriate ones you will want is
That's called a scenario, and I'm sure someone can develop a you against monsters scenario. Although I have not been successful in creating a random map for a scenario. That would be a feature request...
[quote who="halmal242" reply="394" id="3396731"]I wish there was an ability to modify buy and sell prices such that if you buy in your kingdom/empire its normal prices but if you buy in another kingdom the prices are based upon relationship with another kingdom/empire. At war 300%+ prices, Strained 200%, normal 150%, friends 125% and Ally 100% so no mark ups. [/quote] Brad even mentioned that he would have liked to see this.
Well sjaminei, edit the quest to give you a dragon killing scroll instead of a dragon killing spell to annoy you with. It is a one off spell that you find doesn't work and it doesn't stay in your inventory as it is spent during the battle. You can easily set up the scroll to cost the user Mana so it still has the same grumbling effect of doing nothing and costing you the same stuff. This would be my fix to the otherwise annoying spell that lives within your spellbook and shoul
Magnar creates fodder units (slaves) the slaves require no upkeep and can be used to explore and clear areas. While Tarth is limited on resources for troops Magnar can field 3-4 armies of slaves and protect frontier cities a little better. When one plays Magnar, one plays to expand quickly using cheap units that you really shouldn't care if they die in battle as they are cheap.
I do not think we have the ability to mod that feature in the game.
A feature request UI wishlist. Would it be possible to add another generic unit type to the custom models. Currently you support I would like to see or better yet a male / female switch option that will transfer from Male / Female models and a GenericUnitType_Other Male / Female option. Just on a wish list of a
This ability makes it so Tarth can expand quickly in the early game. You can make small stacks of units effective and out settle and expand some of the other civs (except Magnar). But in a fight you can take out most of the baddies around your area and build a few cities. Once you reach that point there is no point in trying to get that skill working to greatest advantage. I generally use it middle game. It is also a great boon, when you make a bad attack decision (or something
If you finish the quest, the creator of the spell will inform you his deepest apologies.
Look into the coreimprovements.xml this is where you find how the items are unlocked from buildings. I also believe the some items are unlocked under the tech-tree, but that is mostly unmoddable without a core file change.
Every random map is made up of blocks of pre-designed maps called stamps. Think of the stamps as puzzle pieces that the generator puts together to make your random map. The more stamps you have the more variety of random maps you will have.
Well there is the Anyths map. Similar to the campaign map you've already played except designed more for an epic brawl between all the factions on a larger than usual map. Also, if you have the desire you can play the Wildlands map, which includes all the wildlands for you to destroy with the other players. It also adds a few more stamps to help when generating some random maps. I cannot say if it is worth it to you, but there are some elements of fun included in the
If you want to advance your city level, you can do it through the abilities. coreabilities.xml Do a swap city hub similar to what is done when you first choose conclave, fortress, or town. Set a pre-req in that area (which is perfectly acceptable). I don't know how the level-up screen will take it, but it will work from there as I've done that trick with a few experiments before with the darkling city.
Also, the turn limit is not a TURN LIMIT. you may continue to play after you have reached the turn limit, your score is just no longer calculated at that point though.
[quote who="Hellions" reply="376" id="3395870"] Ok I figured it out. These tags allow to recolor/tint the chosen icon for the item. They work better on whitish pictures. [/quote] Yup ;)
[quote who="sjaminei" reply="5" id="3395629"]I would not bother with the Defender trait, since you skip an attack to make it work.[/quote] Now don't completely dis this trait. One must not forget the Guarded Strike that the Ironeers get as a faction blood trait. You get a half-damage attack plus the defense bonus. Thus, you can tank up and still cause some damage. It's uses are limited, but it can be effective especially when timed well against a bash.
I think they have done a good job in making each faction play differently. Tarth adds some bad habits about wandering close to monsters without worry that the other factions don't have, but you can learn other habits from the other races which could be detrimental when playing other races. Magnar will get you in the habit of building a lot of fodder units, but that doesn't work so well with other races. Altar will get you used to playing with Hero stacks, but that is not a good strate
In regards to you first question #3, don't clear all the lairs... :) keep some that spawn weak troops (like bandits), they make great harvest for your newly trained upgraded troops to level them up. It becomes a particular art to create XP spawners (basically). I tend to leave darklings, or bandits just outside my borders so I can specifically train my troops up with their wandering mobs. (I think the comp uses a similar strategy, if not, I'll just spread that
Congratulations to you Derek. Hope to see more success.
[quote who="Mistylicious767" reply="373" id="3394790"] I'm really new to modding LH, and wanted to know if there is a way to first add a group of soldiers and archers to a city garrison when its created to help boost the city's defense and second if there is a way to take a monster race from the game and make it into a playable faction.[/quote] You should look at how Children of the Storm (CoS) includes extra factions in the files he uses. Then apply the same ideas
You can mod this feature into the game if you wish. If would require you to edit every single tiles fertility yield, but you can do it if you so desire. Not sure if any of the current modders will want to spend the time necessary to make that feature. I also doubt that Stardock will change this design decision.
These dragons didn't eat enough limestone to fly. After the cataclysm the limestone deposits went missing and thus, no flying dragons. (reference 'flight of the dragons') It is a simple enough thing to mod into the game.
I now understand the question. I suppose that you can create a special terrain type that you may create a quest where the quest location can only spawn on this terrain. I've never tried this, but I cannot think of another way of preventing a quest from spawning. Tell the quest location restricted terrain and it might work out for you... I'd have to do some experimenting, but it might work.